camera
{
	surfaceparm nolightmap
	surfaceparm trans
	{
		map textures/trans.tga // fully transparent
		blendfunc blend
	}
	dp_camera
}

trigger
{
	qer_trans 0.50
	qer_nocarve
	surfaceparm nodraw
}

warpzone
{
	surfaceparm nolightmap
	// surfaceparm nonsolid // no, it must be solid like trigger
	surfaceparm trans
	surfaceparm nomarks
	{
		map textures/trans.tga // fully transparent
		blendfunc blend
	}
	dp_camera
	dp_refract 1 1 1 1 // makes the camera render like a refraction
}